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Messages - SickSadWorld

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256
Help & Editing / Re: What is Flashman stage's friction??
« on: January 11, 2011, 06:31:18 AM »
Quote from: "Ivory"
The Friction is Sector Effect 79.

That's what I thought at first too. Testing the level by setting the tagged sectors to 79 seems to be more slippery than when playing it in a campaign. Also it's not consistent with the fact that the slippery sectors have a sector tag suggesting that there is a corresponding Sector_SetFriction() declaration somewhere, since Sector Effect 79 does not require a tag.
 
I'm happy with this answer though but it leads to another question. What friction value does Sector Effect 79 set?

257
Help & Editing / What is Flashman stage's friction??
« on: January 11, 2011, 05:42:03 AM »
This is really baffling.

It seems that extracting flashman.wad from the v1c.pk3 and opening it in Doom Builder shows that the floors in Flashman's stage that are slippery have sector tags but there's no script to define the friction! I would have expected Sector_SetFriction defining the friction for these sectors, but it appears absent... initially I thought it just used the sector special Unknown (79) but as someone pointed out that's way too slippery.

Another person in the community and I were wondering what specific friction value do these floors have? I've looked everywhere, in the TEXTURES lump, GLOBAL, CMPGNINFO, etc etc but I could not find an answer. This isn't anything crucial by any means, as experimentation can lead to fruitful results but I'm just baffled at why in a campaign or in multiplayer there is slipperyness but not when launching from Doom Builder. Indeed, there is no apparent defined behavior for the slipperyness which is quite baffling. Any help or pointers are appreciated.

258
Help & Editing / Shoot-Through Line Identification (121)?
« on: January 10, 2011, 11:06:14 PM »
Is there a way to make a Line Identification (121) (ie. a bridge etc) to be shoot through?

By default it seems to absorb all shots. It seems like there is this dichotomy between using a Line Identification:121 as a railing and just using an impassable linedef with the same texture. Naturally there are functional consequences to each choice, however in many cases the ideal behavior would be a Line Identification that you can shoot through as well as stand on.

Is there a way to get the best of both worlds and have a Line Identification you can shoot through? This seems quite obvious but perhaps I'm missing something. I'd rather not try to re-invent the wheel using ACS if there is a simpler way. That's why I humbly request any insight the community can offer in this regard. So far google has been fruitless.

259
DECORATE and ACS Modifications / Re: 8-10 Weapons
« on: January 10, 2011, 10:16:10 PM »
If you want to talk about weapons that lag

Look no further than Dive Missiles  :mrgreen:

260
Help & Editing / Re: Timebomb Platform Actor
« on: January 09, 2011, 05:11:43 PM »
Thanks Mike!

261
Help & Editing / Timebomb Platform Actor
« on: January 08, 2011, 02:15:42 PM »
So I've got this actor I'm trying to get to behave like a Time bomb platform from Megaman 4-6

(EDIT: These things)


I'm able to put it in a map and see the behavior as it is implemented but the problem is that I cannot seem to implement the proper actor behavior

I want it to jump to the death state only if the player touches it.. I've got +BUMPSPECIAL in there but that just activates the special

What ways can you detect if the player is touching/ standing on the actor?

Here is the wad with all the lumps in it. Right now it just looks like a static Item-1 (I'm just using the Item-1 as a placeholder)

http://wadhost.fathax.com/files/ladders_etc.zip

The map name is SSW03

(click to show/hide)

The comment shows where I'd like to check if the actor touches but I'm not sure this is even possible or the best way to implement this behavior. Any help is appreciated!

262
Lords of Shadow was really great imho

263
Maps / Re: Final Destination!
« on: January 06, 2011, 01:16:37 PM »
I based it on the N64 version

(click to show/hide)

I had the Metool Daddy in there at first for single player, but the arena wasn't big enough to dodge him. There also originally were no weapons but the playtesters suggested something more imaginative than just the busters. 1024x1024 feels a bit big and doesn't feel hazardous enough to me. I'm interested to see what you come up with though.

264
MM8BDM Discussion / Re: Screenshots
« on: January 06, 2011, 12:53:44 PM »
running that many clients in parallel must have really slowed down Mango's machine!

265
Maps / Final Destination!
« on: January 06, 2011, 12:33:23 PM »
Many people talk about the idea of a Final Destination showdown in MM8BDM.. well I decided to make it a reality!

So, here it is.

FINAL DESTINATION

http://static.best-ever.org/wads/finaldest.wad

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

Bronze Award : Win a Last-Man Standing Match with 5 or more bots with any fraglimit. OR Win a Free-For-All Deathmatch against 1 or more human players with any fraglimit.
    You?

Silver Award : Win a Last-Man Standing match against 5 or more human players with a fraglimit of 15. OR Win a Free-For-All Deathmatch against 5 or more human players with a fraglimit of 10.
    You?

Gold Award : Win a Last-Man Standing against 10 or more human players with a fraglimit of 15. OR Win a Free-For-All Deathmatch against 10 or more human players with a fraglimit of 10.
    You?

PLATINUM Award : Beat all other challenges. Win versus a Roll army (1 vs 20 or more) in Last Man Standing with a Winlimit of 200.
    Ashley (Community Activist)
     You?

266
MM8BDM Discussion / Re: MM8BDM: Top Players Tournament. SLOTS ARE FULL
« on: January 05, 2011, 10:48:24 PM »
needs more LMS/ TLMS tourney

267
W.I.P Forum / Re: ACHIEVEMENT CHALLENGE!
« on: January 02, 2011, 09:25:25 PM »
Quote from: "DoomThroughDoom"
What was with the quickman lasers 0_o. Anyway, I did your "Challenge" and got 5 kills, no deaths before falling into the dreaded laser.


Awesome! I should keep a tally for this specific challenge in the OP (there will be more)

I can explain the motivation a little bit. This challenge evolved from a practice suite for roboenza. The idea in its simplest form is to be able to hold down +fire and still deploy the item-1 effectively. The Eddie was added for variety (and also because of the possibility of a mirror buster for quicklaser fun). There is no weapon energy pickups because it prevents spamming a single lucky weapon. (Eddie can give you a W-tank also)

The quickman lasers are there to force you to pay attention to the environment. In theory you can see your opponent from all sides (mirrors) and always see which way the laser will shoot (the floor). In practice though it is difficult to keep these separate and only the best players have cultivated this skill enough to demonstrate competence in this challenge.

There are 6 different laser possibilities. The laser only shoots in one direction at a time and it is chosen randomly. The arrows on the floor will always give you an indication on which direction the lasers will be shot in, but will not tell you which possibility will fire; only the direction.

The design requires a successful use of item-1 (possibly both as a snare and shield) as well as superb mega buster aiming and impeccable attention to the environment (dodging). These are requirements to succeed at the gold level for this challenge.


I intend on making more challenges like this, but in the future I will make this a game mode that gives you the awards in-game and sets the rules a bit more rigidly using ACS somehow.

For actual multi-player match-ups this is best suited to duel mode. Although this is just a teaser for future offerings that will be available; with a single player focus but multi player compatible. Some may involve speed and maneuvering through a treacherous course in certain criterion amounts of time corresponding to an achievement level, for example.

Stay tuned!

268
W.I.P Forum / [Single Player] ACHIEVEMENT CHALLENGE!
« on: January 02, 2011, 04:15:07 PM »
In light of recent competitive behaviour I have decided to cook up a bit of a challenge for all of you!

http://wadhost.fathax.com/files/ssw_challenge01.zip

Download, unzip and load the wad through the "Add File" dialog box. Then just start a Single Player game. It replaces MAP01

(click to show/hide)

Bronze Award : Get to 5 frags before Joe
    Ashley (Community Activist)
     DoomThroughDoom
     Flandre
     Omnizoa
     Rawk Hawk
     Maximilion Pegasus/ -RanRan
     Protoman
     Skye.EXE
     Searinox
     Duora Super Gyro
     You?

Silver Award : Get to 3 frags without getting killed.
    Ashley (Community Activist)
     DoomThroughDoom
     Flandre
     Omnizoa
     Rawk Hawk
     Maximilion Pegasus/ -RanRan
     Protoman
     Skye.EXE
     Searinox
     Duora Super Gyro
     You?

Gold Award : Get to 5 frags without getting killed.
    Ashley (Community Activist)
     DoomThroughDoom
     Flandre
     Omnizoa
     Rawk Hawk
     Maximilion Pegasus/ -RanRan
     Protoman
     Skye.EXE
     Searinox
     Duora Super Gyro
     You?

Do you have what it takes to get an award??

269
MM8BDM Discussion / Re: The Unofficial Top-25 Players List
« on: December 31, 2010, 02:49:04 AM »
aw thanks combotron

my votes after thinking long & hard go to

patchinko
kung-fu cutman
and lunastar LOL

actually no i vote for ACTION BASTARD BASTARD BUSTER


270
MM8BDM Discussion / Re: The Unofficial Top-25 Players List
« on: December 31, 2010, 02:04:26 AM »
i laugh at this

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